 Nyerguds 

Posted 18 December 2009 - 02:24 AM
coding experience... but classic programming or assembler hacking? This is really quite a leap from normal programming.
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#22 Guest_Mashuga

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Posted 18 December 2009 - 07:32 PM

View PostNyerguds, on 18 December 2009 - 02:24 AM, said:
coding experience... but classic programming or assembler hacking? This is really quite a leap from normal programming.


Both, along with code injection, hooks, memhacking (loltrainers, pointers, signatures, the works) and pretty much anything else.
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#23 User is offline   Nyerguds 

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Posted 18 December 2009 - 09:41 PM
Hehe, nice.
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#24 Guest_killa57

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Posted 19 December 2009 - 04:47 AM
Great job cchyper looking forward to the high resolution :D
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#25 User is offline   Bullet 

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Posted 19 December 2009 - 03:28 PM
Hyper i have a question for you...

There are some Commands in the Rules.ini which only work in Missions and they would be very useful for Skirmish/Multiplay too!!!

You can write in a Mission.ini File:

[USSR] (Your own Country)
IQ=1
Credits=1000

And in the [Basic] Section must be Player=USSR (the same country as yours)

And then in this mission the CPU will automatically repair all your Buildings instantly when they get damaged and so the CPU overtakes much work for you :-)
Then you have more time for your strategys and tactics and so because you dont have to watch out which building has to be repaired, you only need enough money...

But in Rules.ini or in Multiplayer Mapfiles it has no effect.
So the IQ Commands are useless in Skirmish/Multiplay, so can you make them available again for Skirmish and Multiplay over the Rules.ini ???
Or is that impossible?

I hope not, thanks in advance!
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#26 User is offline   Nyerguds 

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Posted 20 December 2009 - 07:25 PM
A LOT of mission code is useless once you go into skirmish/multiplay mode. It's just not the same.

The normal single player AI just does a series of basic operations and the extra stuff that the mission asks of it.

You can't expect to make AI changes in a game mode that has a totally different AI; one that's designed to independently build out its own base and plan attacks.
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#27 Guest_Mashuga

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Posted 21 December 2009 - 05:11 AM
Got a friend at EA; petitioning for 95/RA's source since they're freeware now. >,>

Like 90% sure we'll be turned down, but it'd be a fantastic xmas present.. I mean, hey, 3D Realms did it with Duke3D (friend of mine runs the eDuke32 port), can't see EA being all that against it.
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#28 User is offline   Nyerguds 

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Posted 21 December 2009 - 05:29 AM
Well, WW never even did it for Dune II :(
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#29 Guest_Mashuga

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Posted 21 December 2009 - 07:32 AM
Yeah, but that was Westwood Studios, it's all Electronic Arts now. Maybe, just maybe, they'll be nice to the people that line their pockets.
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#30 User is offline   Nyerguds 

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Posted 21 December 2009 - 07:53 AM
Use this argument :P

"it's old junk, we abandoned that engine ages ago. It doesn't cost us a thing, and it'll make the fans happy!"
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#31 Guest_Mashuga

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Posted 21 December 2009 - 08:11 AM
Added that to my request lol, was a good line. xD

Any progress on getting the viewport to scale yet? /anxiously awaiting a release.
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#32 User is offline   CCHyper 

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Posted 24 December 2009 - 01:30 PM

View PostMashuga, on 21 December 2009 - 05:11 AM, said:
Got a friend at EA; petitioning for 95/RA's source since they're freeware now. >,>

Like 90% sure we'll be turned down, but it'd be a fantastic xmas present.. I mean, hey, 3D Realms did it with Duke3D (friend of mine runs the eDuke32 port), can't see EA being all that against it.

Wont happen, i have spoke to a few EA employees myself, red tape and big heads deny all im afraid.


View PostMashuga, on 21 December 2009 - 08:11 AM, said:
Added that to my request lol, was a good line. xD

Any progress on getting the viewport to scale yet? /anxiously awaiting a release.

Have i not posted this yes?

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This post has been edited by CCHyper: 24 December 2009 - 01:30 PM
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#33 User is offline   Speedy 

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Posted 24 December 2009 - 11:43 PM
That's.. STARTING to look very nice. :P
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"C&C4 - The end of a decade of awesome, with a bad aftertaste."
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#34 User is offline   MrFlibble 

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Posted 25 December 2009 - 01:15 PM

View PostNyerguds, on 21 December 2009 - 08:29 AM, said:
Well, WW never even did it for Dune II :(

It's possible that this happened because all Dune games are under a license that neither WW or EA have ownership of.
I suspect this is the reason why all Westwood Dune games are in a limbo of sorts, and I'm afraid none of them are going to become officially freeware anytime soon.
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#35 Guest_Darkstrom

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Posted 03 January 2010 - 04:35 AM
I've released my Red Alert converted to Tiberian Dawn private mod, I decided some others might be interested in, I would definatly like new warheads
and the ability to turn off the fire if you use "Explosion=5" for a weapon, I am in need of this and the ability to add more units to actually make this much more like TD.
BTW if anyone is interested in my mod, its up on PPM.
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#36 User is offline   nathancnc 

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Posted 03 January 2010 - 04:37 AM
Link Please?
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Admin of C&C Sector.net
Creator of The First Decade Patch 1.03
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#37 Guest_Darkstorm

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Posted 03 January 2010 - 05:45 AM
Here

Though, I must warn you, the cameos aren't the best of quality due to the fact I am unable to edit them without issues.
It does entertain me alot though. Another thing I would like to see in this patch though is the ability to change the factions' colors in SP. If this were to happen I could go about trying to remake the TD campaigns.
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#38 User is offline   Nyerguds 

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Posted 03 January 2010 - 11:09 AM
Oh, you can do that by editing palette.cps. Use xcc to convert it to pcx or png, and in the upper left corner of the image, edit the pixel rows that form the colour sequences.

Also, to change the colour, can't you just make the mission have a different country as player anyway? I know the player in the ant missions is yellow...
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#39 Guest_Mashuga

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Posted 05 January 2010 - 08:15 AM
Any closer to a release, CCHyper? Still dying for this one lol.
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#40 User is offline   CCHyper 

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Posted 05 January 2010 - 10:56 PM
All my work is going into that black overhang you see in the screenshot above, and im really struggling...
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